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Chinote

Notes so far

Jul 25th, 2015
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  1. This paste contains background information and my notes for the writing submission I included with my application to Bethesda.
  2. Update: You can find it in my pastebin under "Bethesda Thing".
  3.  
  4. GENERAL SETTING STUFF:
  5.  
  6. Few years after the Great War
  7. Just outside a small military base used as a secret ELF pre-warstation
  8. Based on Project ELF from the Cold War in N. WI and MI
  9. This one's in Oregon
  10. Small group of survivors; 1 older male - former Army engineer, 1 middle aged male - former Naval Office, 1 middle aged female - pharmacist, 2 20s-30s females - no relevant skills, 2males 20s-30s - no relevant skills
  11. Area not hit hard by bombs, one hit near base, others 10-15+ miles from area
  12. Light radiation in area-heavier near the base
  13. Base structurly sound, some damage to the side
  14. ELF mostly in tact, some cables broken that can be fixed with more cable or various Repair checks ranging from 25-90
  15. Town nearby has Super-Duper Mart, new shipment of Mr. Handy's arrived before war, can be found and looted for copper wire to fix the cables
  16. Similar nuclear reactor as a Vault
  17. Engineer can repair, will need outside source to jump start it = half dozen Fussion Batteries or Science of 75+1Battery or Repair 90-[use pip-boy]
  18. Town nearby has auto-parts store, Fussion Batteries replaced car batteries or some shit, so find them there, if needed.
  19.  
  20.  
  21. MAIN CHARACTER/PLAYER INFO:
  22.  
  23. View point/player is a single man who got accepted into the regional Vault.
  24. "Air raid sirens sound, but very few people heed the warning, thinking it is a false alarm." -Bethesda
  25. Character did not make it to the Vault
  26. Survived for a few years on his own
  27. Comes across the group of survivors pinned down by a local Raider/Gang faction called [NAME] upon entering [TOWN]
  28.  
  29.  
  30. DETAILED WALK THROUGH:
  31.  
  32. >One of them spots the player and calls for help
  33. >Kill the raiders, talk with Naval Officer if he survives
  34. >Will mention going to the base nearby to check the damage, see if there's anything useful, if you want to tag along [Map marker added if not discovered already]
  35. >Survivors will follow a path to the base, can follow them, get their first and wait, or leave and meet them there at a later time
  36. >Naval Officer will tell what the base was for and that they hope to get it running again to see if there are any subs that survived the Great War/still at sea, says talk to the engineer
  37. >Engineer reports on the state of the building and what needs repairs [see above]
  38. >Talking with pharmacist will give optional objective to check the pharmacy for medicine for one of the young men [Optional Medicine 50+Stimpak]
  39. >Repair the cables with copper wire from town or Repair skill
  40. >Get nuclear reactor running with batteries/science+battery/Repair
  41. >Locate transmission codes, either on a Hard terminal, or hidden somewhere deep in the base
  42. >Return to control panel; option to send the code to tell any subs still out there to radio in or to tell them to continue radio silence
  43. >Naval Officer: 'diode takes a while to send signals, check back tomorrow' [3 letter code takes 15 minutes to send irl]
  44. >Wait/leave for 24+ hours, come back
  45. >N.O. reports they either made contact and are going to meet them at the coast or that no one's responded
  46. >Will thank the character and either leave or stay in the base with plans to fortify it and make it a perm. base
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